MoR Domination Mes Experiement

What if...

What if...

Frost Gate Guardian

Join Date: Jan 2006

Me/

With the recent buff it’s received, Mantra of Recovery has suddenly become a playable skill. So I’m considering an MoR variation on a stereotypical domination build:

Me/???

Fast Casting: 11+1
Domination: 10+3+1
Inspiration: 10+1

Mantra of Recovery {E}
Diversion
Empathy/???
Power Spike
Power Drain
Drain Enchantment
Ether Feast
Res Sig

Equipment wise I suggest the inspiration wand and focus for the potential recharge bonuses.

Maintain the MoR stance to keep your skills constantly available. Diversion can be maintained almost indefinitely while interrupts can be used to ruin key skills with the easily accessible spike/drain. Drain enchantment + Power Drain acts as the e-management here and with their recharges reduced to less than half of their usual time in addition to the wand/foci bonuses, these E-management skills should be able to put a heavy cramp on an enemy’s energy supply whilst keeping yours free and bountiful. Ether Feast becomes a four second recharge, energy draining, self-heal, but can be replaced with remove hex in more organized team builds for hex removal. Empathy can (and probably should) be replaced with just about anything as it’s really only there to discourage warriors (I can’t think of any other anti-weapon domination skills. Alternatives would be greatly appreciated.).

Arcanis the Omnipotent

Arcanis the Omnipotent

Jungle Guide

Join Date: Sep 2005

Nova Alliance

Me/

Two things:

If you're more interested in keeping your Inspiration skills recharged faster, I'd suggest getting ahold of something relatively cheap like the Handsmasher.

As for Empathy. There's nothing from the Domination line you can really replace it with. If you want a different effect you could always use Spirit Shackles.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

hmm... wel i suppose if you dont have time to cast diversion, you could interrupt it, but id rather go with either a full interrupt build, or a full diversion penalty build (with backfire or ww) than have both

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

With the high rank in Fast Cast you'd need you should be able to reduce Diversion to at least a 2 second cast.

Would Glyph of Sacrifice be affected by MoR? As in reducing its penalty by half, or is that just hoping

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Still not enough energy management...
For MoR you need...
Energy tap
Drain enchantment
Some other energy gaining skill...

Its insane how much you need really (MoR needs reduced cost to 5 imo)

What if...

What if...

Frost Gate Guardian

Join Date: Jan 2006

Me/

Empathy could probably be replaced with said e-management skill. All of my E-management skills so far are pretty conditional, and though E-tap is as well, I think it's a little less so than Drain Enchantment and Power Drain.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

I hate diversion. (but you guys knew that already)

Hella Good

Hella Good

Desert Nomad

Join Date: Oct 2005

None, free and clear

I hate MoR. You can achieve similar results using other skills, even non-elite ones (like certain Ranger skills). MoR is such a huge pull on your nrg, it's very hard to keep up. Even if MoR Tap or smth.

wilson

Krytan Explorer

Join Date: May 2005

aggro bubble

[RD];[FW];[GOTS];[baed];[kiSu]

i have been running a very similar build lately, already using MoR before it was actually buffed, this being PvE only of course. it might not have been the best elite out there, but i somehow always liked that skill . i usually play mesmer/ monk, for the hard rez(no ritualist secondary yet, cause i’m still playing through factions with my new toon, a warrior). i use this build mostly in FoW

i use a slightly different attribute points setup:

Fast Casting: 11 (10+1)
Domination Magic: 14 (11+3)
Inspiration Magic: 12 (10+1+1)

at fast casting 11 MoR has a 16 seconds duration. i somehow prefer to max out my inspiration line.

The skills i’m using:

Power Drain
Power Spike
Mantra of Recovery {Elite}
Diversion (i drop it sometimes for Energy Burn, if i want to deal more damage)
Empathy
Spirit of Failure
Ether Feast
Rez. (usually Rebirth)

Power Spike and Power Drain are pretty obvious, interrupts for damage and energy management. Mantra of Recovery {Elite} to keep my skills recharging, diversion on those Barrage spam rangers, works great on the shadow monks too. It can be used to disable Consume Corpse from the shadow beasts, the healing signet from the warriors, even the ranger’s troll unguent. obviously empathy and spirit of failure for the melee and ranger mobs. Diversion and interrupts might not be “the ultimate combo”, but I never had troubles with it.

Spirit of Failure: For 30 seconds target foe has a 25% chance to miss with attacks. You gain 1-4 energy for each miss.

doesn’t look that exciting, but i really learned to like that skill. it works great in combination with other frequently used skills, skills like Aegis, Guardian, Ward Against Melee, or any other stances, conditions, enchantments and hexes that cause the mobs to miss. it’s priceless when there’s a ranger trying to hit you, and you are just hiding behind a wall . it’s really nice when a Barrage attack does not hit at all, you get +4 energy for every arrow that misses. does not happen that often, but its really nice when it does happen. when facing a mixed mob, I usually cast it on 1 or 2 warriors before switching to the casters, the recharge being brought down to 5 seconds with MoR. (Ineptitude {Elite} and Spirit of Failure, if you prefer the Illusion line, is just not funny anymore )

definitely not the ultimate uber build, I just like playing it, that’s all i hope you enjoy it

EDIT: some typos

CrispyCritter

Ascalonian Squire

Join Date: Mar 2006

Save The Dolyaks

I actually run an MoR build in GvG. It looks like this:

Me/Mo

9+1 Fast Casting
9+2 Domination (rune and headgear)
9+1 Inspiration
9 Protection
3 Healing

MoR {E}
Diversion
Blackout
Shatter Enchant
Drain Enchant
Power Drain
Aegis
Res. Chant

For the most part, it works pretty well. The energy can be a little hard to manage at times, but you have to remember that MoR recharges your energy management skills twice as fast too.

Sadly, MoR does not halve the recharge of Blackout, as it's not a spell, but it's still a useful thing to have on your bar. Shame or Cry of Frustration are viable in this spot as well, although Cry is mostly useful against spike teams, whereas Shame is useful against every team since every team will have monks.

Diversion spam is great for shutting down flashbots, and really any spammable skill such as Draw Conditions, Reversal, etc. Having both Shatter and Drain under MoR is nice enchant removal, and Shatter allows you to do some damage to contribute to a spike. I generally save Power Drain for 2+ second casts, although I can interrupt 1 second casts pretty consistently if I'm watching the target.

Having Aegis on this build is just 1337; with MoR and a +20% enchanting mod I can keep it up roughly 50% of the time. Res. Chant because having a hard res on a mesmer is a good thing in GvG, and probably HA as well, and Res. Chant is one of the best.

whatnow?

whatnow?

Academy Page

Join Date: Mar 2006

happy enchanted heroes (HEH)

im currently ascending with first mes char and i use this build:
res sig
leech sig
ether feast
power drain
MoR
arcane echo
energy burn
spirit of failure

pretty self explanatory- hit e burn as much as possible with ae and mor. spread sof around the warr or ranger types. use leech sig and power drain for energy.

Inspirational Muse

Inspirational Muse

Ascalonian Squire

Join Date: Sep 2005

Legends of the Forgotten

Me/E

Quote:
Originally Posted by Hella Good
I hate MoR. You can achieve similar results using other skills, even non-elite ones (like certain Ranger skills). MoR is such a huge pull on your nrg, it's very hard to keep up. Even if MoR Tap or smth. They lowered the energy cost on MoR to 10. It's definately worth using.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

No its not.

fatboyslimerr

fatboyslimerr

Krytan Explorer

Join Date: Mar 2006

U.K

Intensive Care Unit [ICU]

Me/A

Just an idea but people totally underestimate power leak. If you manage to interrupt a skill (not saying thats easy but you can take your time initially) that foe loses 26 energy (with 16 domination) 26 energy !!!! and if you follow that with shame (loses 15) thats 41 energy. I know interrupting is difficult but you only have to do it once. The relevance being if you could fairly happily use power leak, using mantra of recovery, you could easily deny 2 monks at a time. Skills might look like this

1. Mantra of Recovery {E}
2. E-Tap
3. E-Burn
4. Shame
5. Signet of Weariness
6. Power Leak
7. Drain Enchantment/ Spirit of Failure (spamable on multiple warriors if using MoR - possibly counter MoR cost ??)
8. Res Signet

Burn, Tap and Weariness are really support denial skills with the main e-denial coming from shame and leak - recharges now like 10 seconds or something. So in 2 skills you can deny 80% of foes energy - finished off with a quick burn and they're practically useless. This can be maintained with weariness and e-tap (all fairly friendly recharges)

However the main problem is that initial interrupt. I can interrupt 3/4 second casting spells like 70% of the time e.g. Healing Touch then things like Orison of Healing 1 second casting time, are easy. But most boon prot spells are 1/4 which are just damned impossible so this build wouldn't really work on them.

In GvG or HA, you could find a WoH monk do a quick leak/shame/burn then move onto enemy Boon Prot and weariness/tap drain enchant or something.
This would require lots of concentration and would work well in a team with lots of elementals doing huge damage so enemy warriors aren't too concerned with you.

Any comments ?

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Quote:
Originally Posted by Eaimirth Etaivella
No its not. FFS, Eaimirth, when there's a good skill you should be able to see it. MoR is, and has always been, a good skill. Diversion is, and has always been, a good skill. The two together is, and has always been, a good combo.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Before the first buff, MoR was worth using. After the buffs, its comparable with any other elite.

Crispy's build looks quite strong, MoR Aegis is hell for an attack-heavy team. Though I would probably fit spirit of failure in, with aegis it's potentially a huge source of energy for you as well as additional anti-attacker.

Themis

Themis

Frost Gate Guardian

Join Date: Oct 2005

LcB

Mo/Me

Well, i've always thought that MoR is good ONLY for Inspiration Mesmers. Domination/Illusion Mesmers suffer serious energy management problems with MoR up.

fatboyslimerr

fatboyslimerr

Krytan Explorer

Join Date: Mar 2006

U.K

Intensive Care Unit [ICU]

Me/A

I don't agree themis. I'm currently trying a pimped out e-denial build using MoR. In it I use e-tap and drain enchant which are my energy management. E-tap is great and gives me +8 energy and using MoR it would recharge in 12.5 seconds . Drain Enchant gives me +9 energy and would also recharge in 12.5. Futhermore I use shame extensively and that would just flippin' rule with a quicker recharge (and also gives me +5 energy).

For extensive e-denial - power leak + MoR = -26 energy every 10 seconds, supposing you know how to interrupt.

Themis

Themis

Frost Gate Guardian

Join Date: Oct 2005

LcB

Mo/Me

You don't agree with me (which is comprehensive, i often don't agree with myself either ) but you state 2 inspiration skills : eTap and Drain enchants...
MoR needs at least two inspi skills to "feed" it up. All Mantra of Recovery builds i've seen bundle 2-3 inspi skills. So, in my taste, it doesn't leave enough space for dom/illusion variety.

Personally i don't like depending on target's enchantments. I consider Drain enchants as a support spell, i would never bundle it up as a necessary energy management build skill. In your case, it's a necessity : MoR will cause you energy management problems without it.

My comment about your build is that target switching with MoR up is counter-productive. And your build needs constant target switching. In my opinion, your build is interesting but hard to play, and depends heavily on targets' enchantments. But in certain situations it is a valid build.

Btw : why would you need to power leek 26 energy every 10 seconds ? Your target has infinite energy ?

fatboyslimerr

fatboyslimerr

Krytan Explorer

Join Date: Mar 2006

U.K

Intensive Care Unit [ICU]

Me/A

Interesting response. I agree this build is hard to play and I too used to think drain enchantment wasn't that good and was fairly situational. However after playing many mesmer builds (mainly E-surge variations) all using drain enchantment, I would argue that this spell is extremely useful and I couldn't manage without it. Against a boon prot, its obviously very good and its great fun draining reversal of fortune before it has a change to trigger. But if your managing to do a pretty good job e-denying but are low on energy, you can do a quick TAB cycle to find a foe with an enchantment (guarentee there is at least one).

If anything, once I've used drain enchantment, I find that foe is still enchanted -- mainly boon prots using multiple enchantments. Meaning wouldn't Drain Enchant with 12 second recharge be just dandy ? Energy Tap is great and unsituational and with 12 recharge means great energy management.

As for Power Leak, its pretty much the only skill I've been using recently lol. I just think its sooo powerful... -26 energy !!! With 10 recharge this spell would just be fantastic (you obviously must be able to interrupt or it would be useless). Because its so affective it might be possible to use power leak + shame then forget about that monk for awhile because they will need to keep spamming 5 energy cost spells to remain affective so they won't have much chance to regen energy, moving onto second monk target using Burn + E Tap + Drain Enchant (if neccessary) and oh wait a minute power leak has recharged.. BOOM.. -26 energy. Move back onto first monk and repeat as neccesary.

I haven't found maintaining MoR a problem but thats because I realised you don't constantly need to maintain it and with strategic useage it doesn't even cost that much over a period of time (especially with the increased energy gain from E-Tap Shame and Drain Enchant).

I hope this clarifys some macaroons for ya.

Themis

Themis

Frost Gate Guardian

Join Date: Oct 2005

LcB

Mo/Me

Put this way (MoR used with caution, in a strategic way -as you state-) i agree.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Diversion has never been a good skill since the first nerf.
MoR is a stance; meet an offensive character of any kind that uses phsical damage and you can kiss your ass goodbye. Ranger spiker, warrior spiker, anything. Will diversion save you from this? No. Will MoR? No, it is a stance and thus prohibits you from using any other stance that *Might* have saved you; including any elite that might have saved you. Unless they fix it so it isn't so energy draining...still won't be on my skill bar.

fatboyslimerr

fatboyslimerr

Krytan Explorer

Join Date: Mar 2006

U.K

Intensive Care Unit [ICU]

Me/A

Me/Mo or Me/N using domination inspiration and fast casting (other than resistances) what stance do you expect me to use that will 'save me' ???
If a warrior started bashing me there's a thing called kiting and for warriors and rangers there is such a thing as monks who will hopefully stop you from dying.

Energy is really not a problem using MoR. I use willcrusher so I have 49 energy and really with E-tap and drain enchant 12 second recharge I often find I'm not using enough energy. If I've got too much energy I can just save energy management skills to near the end of MoR then renew MoR then use energy management again. etc etc. If ur struggling with energy your not using MoR properly. After an intensive drain (shame + leak + burn) you wouldn't neccesarily need to do that again for awhile so you can just let energy regen on its own or locate another target use MoR then energy manage skills and proceed to deny more energy.

Balancing up, there is a chance of you over denying or removing energy that isn't actually there so don't be over active so you can let your energy regen by itself sometimes if not I still find it easy to maintain MoR for awhile using Etap and Drain Enchant to keep up energy

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Quote:
Originally Posted by Themis
Btw : why would you need to power leek 26 energy every 10 seconds ? Your target has infinite energy ?
There's a thing called changing the target. If you hit a spike team(for example), you can effectively stop a spike every 10 seconds, but the target can't participate in a spike for a while because he's at 0 energy. If you do this to a different target every 10 seconds, it really screws up energy. Interrupting Ether Prodigy on those nasty Blind Bots really helps too, trust me I know.

Quote: Originally Posted by Eaimirth Etaivella Diversion has never been a good skill since the first nerf. Bullshit.

Quote:
Originally Posted by Eaimirth Etaivella
Unless they fix it so it isn't so energy draining...still won't be on my skill bar. Drain Enchantment and Power Drain with MoR gives you all the energy management you're ever gonna need. And both can be used offencively.

fatboyslimerr

fatboyslimerr

Krytan Explorer

Join Date: Mar 2006

U.K

Intensive Care Unit [ICU]

Me/A

I find energy tap more reliable that power drain. I know power drain is like the best energy skill in the game but it requires an interrupt and I'm really pushing it using one interrupt on a monk who may only cast a 3/4 or 1 second spell every so often. It also isn't good for e-denial as it just gains you energy it doesn't steal etc.

In other words if u interrupt a monk with power leak they'll likely guess they're up against an interrupter and stick to quick casting time spells for awhile. This means you might struggle to find a spell to interrupt (unless the monk is pretty crap and spams orison of healing). And again you might run into the problem of having too much energy if you keep interrupting using power drain (like 12 second recharge).

Furthermore unless you have a great support team, I find it hard to be able to concentrate on interrupting for long periods of time due to enemies attacking and my inability to kite (run away) while trying to interrupt. This is why I only use one interrupt which can be used just before you run away from the nasty shock warrior who is just waiting to use eviscerate on you.

Diversion is simply brilliant. Your a fool to think otherwise !!!
I dunno how naughty you wanna be and this should really get nerfed by using MoR and diversion basically means diversion every 5 seconds, but you'll need to maintain energy management. But imagine if you can cast diversion everytime it ends e.g. cast -- lasts for 6 seconds -- cast again etc.
Constant diversion !!! Anyone tried this ?

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Quote:
Originally Posted by fatboyslimerr
Diversion is simply brilliant. Your a fool to think otherwise !!!
I dunno how naughty you wanna be and this should really get nerfed by using MoR and diversion basically means diversion every 5 seconds, but you'll need to maintain energy management. But imagine if you can cast diversion everytime it ends e.g. cast -- lasts for 6 seconds -- cast again etc.
Constant diversion !!! Anyone tried this ? Duh

Constant Diversion only works with energy management; the likes of Shame, E-Tap, Drain Enchantment, etc. It works effectively if you know what you're doing.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Constant diversion is not a good build...
At best you
-Disable yourself
-Disable one of them (KINDA)

They will still get skills off; you however...will not.

Ohh and I would expect you to be using hex breaker; or possibly distortion. There is a thing called "run buffs" or "sprint" that makes running a bad idea (yea woo 100% critical chance on evisricate anyone? Yea we will kite the hell of that warrior woo~). Sure you can "try" running but that won't do you any good if the warrior knows what he is doing. With rangers well...it won't do you any good if they interrupt every spell you cast-even if you have a monk on your team you are still a dead character.

fatboyslimerr

fatboyslimerr

Krytan Explorer

Join Date: Mar 2006

U.K

Intensive Care Unit [ICU]

Me/A

Tis true this is why the majority of my builds use blackout so warriors lose adrenaline then I can use e-deny on rangers but your right.

Was just a crazy idea, constant diversion, was only being half serious really. Just sounded fun. Distortion isn't really an option for a domination mesmer (16 domination 9 inspiration 11 FC) so I don't really use it much. Fine its brilliant on an illusion mesmer but I very rarely play that.

One idea though, that I saw Last Prides mesmer doing is using dark escape (new assassin skill) which makes you move 25% faster and you take half damage. Ends if you sucessfully hit with an attack. You ever seen mesmers relying on attacks for damage ??? Dunno if that counts spells though. But it seemed to work wonderfully. Great for retreating when you start getting raped.

Edit: Was thinking about warriors and was just playing HA. Thought of these skills.

MoR {E}
Shame
Power Leak
E-Tap
E-Burn
Spirit of Failure
Drain Enchantment
Res Signet.

Man this build is sooooo good. I never had energy problems, found I had way too much. Increased recharge times basically makes me twice as efficient (with the lack of e-surge or weariness) this still works amazingly well. I find I can actually just do my job a lot quicker. Spirit of Failure with 5 second recharge. Quick cast on multiple warriors then get down to some denial. Great stuff
I don't think I'll ever go back to using E-Surge.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

I'm not saying that it is a terrible elite...just saying with stuff like "serpent's quickness" out there...it should be 5 energy.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Quote:
Originally Posted by Eaimirth Etaivella
I'm not saying that it is a terrible elite...just saying with stuff like "serpent's quickness" out there...it should be 5 energy. Great idea, lets get Ranger 2ndary and put points in Wilderness Survival on a caster... With 11 FC you get only 4 seconds of downtime with MoR.
With 10 in Wilderness Survival you get 20 seconds of downtime with SQ. And what if you get spiked and your health drops below 50%?
SQ needs a crappy attribute and 2ndary, it's weaker, can end if your health drops too much and has 5 times more downtime.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Quote:
Originally Posted by Xasew
Great idea, lets get Ranger 2ndary and put points in Wilderness Survival on a caster... With 11 FC you get only 4 seconds of downtime with MoR.
With 10 in Wilderness Survival you get 20 seconds of downtime with SQ. And what if you get spiked and your health drops below 50%?
SQ needs a crappy attribute and 2ndary, it's weaker, can end if your health drops too much and has 5 times more downtime. /flame

I'm not saying mesmers should run SQ but I am saying to compare the two skills.
One costs less energy, works with skills (aka everything), can be kept up continously with a jump (SQ flipped onto itself so it gets the recharge bonus) and rangers get it. However a much "weaker" recharge skill belongs to mesmers, is elite, costs more energy, and only works for spells.

Something is dreadfully wrong here.

Rangers have beaten mesmers at their own game-and until mesmers have a skill of equal standing in terms of power with this skill its not even worth comparing.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Quote:
Originally Posted by Eaimirth Etaivella
/flame

I'm not saying mesmers should run SQ but I am saying to compare the two skills.
One costs less energy, works with skills (aka everything), can be kept up continously with a jump (SQ flipped onto itself so it gets the recharge bonus) and rangers get it. However a much "weaker" recharge skill belongs to mesmers, is elite, costs more energy, and only works for spells.

Something is dreadfully wrong here.

Rangers have beaten mesmers at their own game-and until mesmers have a skill of equal standing in terms of power with this skill its not even worth comparing. You can't compare skills without looking at attributes and professions. Ether Prodigy would still be the best energy management in the game if it was in the Fire line, but it would suck ass because only Fire eles could use it well. Only some trapper builds use SQ, but MoR is what every Mesmer wants. Does Shadow Refuge suck because Healing Breeze is already in the game? No.

And I really don't agree about SQ being superior in any way. MoR gives 50% reduction, SQ only 33%. SQ can end prematurely, MoR can't. If MoR worked with skills the only thing it would help with is in some EDenial build where it would give better recharge to Signet of Weariness.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Quote:
Originally Posted by Xasew
You can't compare skills without looking at attributes and professions. Ether Prodigy would still be the best energy management in the game if it was in the Fire line, but it would suck ass because only Fire eles could use it well. Only some trapper builds use SQ, but MoR is what every Mesmer wants. Does Shadow Refuge suck because Healing Breeze is already in the game? No.

And I really don't agree about SQ being superior in any way. MoR gives 50% reduction, SQ only 33%. SQ can end prematurely, MoR can't. If MoR worked with skills the only thing it would help with is in some EDenial build where it would give better recharge to Signet of Weariness. Someone didn't read my post.

SQ can loop into itself and be kept up continously. MoR is a stance, it does cost 10 energy, it is an elite, thus many mesmers (such as myself) DO NOT want it. Now if it costed 5 energy; yea I would use it-but not 24/7. As it is now it is nothing more than a gimmic build, a build to be killed by warriors, interrupt rangers, all with the dead little mesmers saying "HA! They won't be using those skills for a whole minute!" like that matters as you won't be using any of your skills for the rest of the game. SQ is a good skill, many people use it with no points in it-it is that good. And yes MoR is in the FC line, an attribute line where the diminishing returns make it the worst primary in the game. So personally I don't see your arguement. MoR should be 5 energy, and you completely left out blackout in your post above. SQ+BO ttyl; have your little "Diversion+MoR spam" stay in the random arenas; and lets see how many times you die before the warrior runs out of skills.

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Quote:
Originally Posted by Eaimirth Etaivella
Someone didn't read my post.

SQ can loop into itself and be kept up continously. MoR is a stance, it does cost 10 energy, it is an elite, thus many mesmers (such as myself) DO NOT want it. Now if it costed 5 energy; yea I would use it-but not 24/7. As it is now it is nothing more than a gimmic build, a build to be killed by warriors, interrupt rangers, all with the dead little mesmers saying "HA! They won't be using those skills for a whole minute!" like that matters as you won't be using any of your skills for the rest of the game. SQ is a good skill, many people use it with no points in it-it is that good. And yes MoR is in the FC line, an attribute line where the diminishing returns make it the worst primary in the game. So personally I don't see your arguement. MoR should be 5 energy, and you completely left out blackout in your post above. SQ+BO ttyl; have your little "Diversion+MoR spam" stay in the random arenas; and lets see how many times you die before the warrior runs out of skills. When you see Diversion on you, and if you're a Monk, what do you do? Do you wait for the 6 seconds, or do you think, "Hey, it's only a minute, I'll use Reversal!"

You have a Monk protecting you; Mesmers shouldn't need to rely on themselves for healing. Interrupts will be annoying, yes, but then they're wasting a person trying to stop you, as well. And you have Fast Casting, and MoR boosting the recharge of your spells, which means about half your skills will get through if they have a DEDICATED interrupter on you. So, your team has lost half of one person's effectiveness, while they're wasting a whole person trying to stop you? Sounds fair.

If you have a MoR build looking like this:

MoR
Diversion
Shame
Guilt
Backfire
Energy Tap
Drain Enchantment
Res Sig

Your energy renewal skills recharge every 10-12 seconds, giving you a bonus of about 20 energy. And that's not counting the energy you get from Shame and Guilt. You'll have enough energy to spare.

Constant Backfire on someone. Constant Diversion on another, with Guilt and Shame thrown in. This is what a Mesmer should be able to do; shutdown multiple targets. And it's very easy with this build.

fatboyslimerr

fatboyslimerr

Krytan Explorer

Join Date: Mar 2006

U.K

Intensive Care Unit [ICU]

Me/A

Ha ha, people that suggest SQ aren't really thinking clearly. A decent mesmer would not even think about splitting skills into some silly secondary. It means you have less points to spend on ur primary magic (usually domination for me) support (inspiration) and all my builds use at least 11 FC. This means if I came up against a mesmer using SQ with their attributes too widely spread (say only 6-8 in FC) then I could ruin their day with power leak on 10 second recharge.

The only non spell mesmers use (other than signets) is blackout so by running a build without blackout, MoR basically recharges all ur skill slots (spells) 50% faster. Diversion spammin' was just a bit of fun, if you intend to take it seriously and think a whole build could be made from it, I think you should step outside and rub nettles into your face until you return to some kinda sense. Firstly u'd have no energy secondly it would be pretty boring and thirdly it would be pretty boring... and rubbish lol.

I usually have about 13 FC with MoR build which means it lasts 19 seconds, with 20 second recharge ???. That means its upto pretty much constantly. If u've tried this build and not liked it, personally your not good enough for it lol.. only kiddin', but seriously this skill basically means I can operate twice as fast. Imagine an E-Surger on speed.... thats me. Energy isn't actually a problem I've found since the basis of the denial build, shame, e-tap, p. leak and burn only cost about 10-12 in total if u take into account net energy gain from shame (about 2-5) e-tap (7) -- this basically pays for p. leak so your only using energy for burn which costs 10. Plus u've got drain enchantment as well which pays for MoR maintainence. If that isn't enough I usually take Spirit of Failure too with a 5 second recharge so I can quickly (and I mean quickly) cast that on 2 enemy warriors and I am usually maxed on energy until it runs out or it gets removed.

To me this build increases my effectiveness by about 50% I would say. I can quite happily keep 2 monks denied of energy almost completely (thats in GvG only though, in HA its too easy to get ganked) and with fast casting at 13 its almost impossible for me to be interrupted (team mate mesmer has expel hex to remove migrane etc). If your still not happy then you can buzz me in game and I'll show you true e-denial.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by Eaimirth Etaivella
Someone didn't read my post.

SQ can loop into itself and be kept up continously. MoR is a stance, it does cost 10 energy, it is an elite, thus many mesmers (such as myself) DO NOT want it. Now if it costed 5 energy; yea I would use it-but not 24/7. As it is now it is nothing more than a gimmic build, a build to be killed by warriors, interrupt rangers, all with the dead little mesmers saying "HA! They won't be using those skills for a whole minute!" like that matters as you won't be using any of your skills for the rest of the game. SQ is a good skill, many people use it with no points in it-it is that good. And yes MoR is in the FC line, an attribute line where the diminishing returns make it the worst primary in the game. So personally I don't see your arguement. MoR should be 5 energy, and you completely left out blackout in your post above. SQ+BO ttyl; have your little "Diversion+MoR spam" stay in the random arenas; and lets see how many times you die before the warrior runs out of skills.
SQ ends if you're health drops below 50%? is that still true? if you're playing mesmer people get tired of your shit and send the warriors after you. it's a good chance you'll drop below 50 several times during the fight.


with higher fast casting MoR will only be down 5 seconds. I don't understand what you mean by SQ can loop into itself. at what attribute level? that 45 second cooldown sucks. and i can't see taking away form FC, dom or inspiration for one skill in wilderness survival.

but i can't see being a ranger secondary just for that skill.

imo blackout is a cheap shutdown. if you have a purpose with it in gvg I can see using it. otherwise i like to have fun when i play my mesmer. actually use the skills on my bar.

Themis

Themis

Frost Gate Guardian

Join Date: Oct 2005

LcB

Mo/Me

Quote:
Originally Posted by fatboyslimerr
A decent mesmer would not even think about splitting skills into some silly secondary. /agree (although at HA you're almost allways obliged to do so... )

fatboyslimerr

fatboyslimerr

Krytan Explorer

Join Date: Mar 2006

U.K

Intensive Care Unit [ICU]

Me/A

I usually find sympathetic visage is pretty sweet to deal with warriors in HA. And distortion is pretty sweet too. Dunno how these could be helped by MoR though. MoR could be used with some elemental spell that gives + armor but maybe has long recharge ??

Themis

Themis

Frost Gate Guardian

Join Date: Oct 2005

LcB

Mo/Me

I think you should take Distortion. Problem with it : energy loss. But, in your MoR/inspi build's case, this should be a minor problem. And if you manage to cast Spirit of Failure on the W(R) who attacks you, then your energy problem is solved !!!

EDIT : I also tried for a long time in HA Greater Conflagration (put by a R) with a Mantra of Flame -> best match. Moreover, Monks can use the Mantra.

fatboyslimerr

fatboyslimerr

Krytan Explorer

Join Date: Mar 2006

U.K

Intensive Care Unit [ICU]

Me/A

This is strictly for HA (my MoR/p.leak build is still my favourite for GvG)
but if I was using MoR + Spirit of Failure + Distortion then the rest of e-denial skills, can anyone think what attributes might look like. Remember I need high fast casting (at least 11) to use MoR effectively.
14 domination
12 fast casting
9 inspire
5 illusion ?? -- that was a complete guess I dunno if its too many points.
Any idea ??